WriteAssets and WritePrefab

This commit is contained in:
ousttrue
2023-12-05 16:21:35 +09:00
parent fb7cb163b1
commit b12c9ed87c
3 changed files with 32 additions and 23 deletions

View File

@@ -205,9 +205,9 @@ namespace UniGLTF.MeshUtility
var (results, created) = MeshUtility.Process(context.Instance, groupCopy);
WriteAssets(context.Instance, context.AssetFolder, results, _exportTarget);
MeshUtility.clear(results);
// TODO: this should be replaced export and reimport ?
WriteAssets(context.AssetFolder, context.Instance, results);
WritePrefab(context.AssetFolder, context.Instance);
}
catch (Exception ex)
{
@@ -223,7 +223,7 @@ namespace UniGLTF.MeshUtility
using (var context = new UndoContext("MeshUtility", _exportTarget))
{
var (results, created) = MeshUtility.Process(_exportTarget, MeshUtility.MeshIntegrationGroups);
MeshUtility.clear(results);
MeshUtility.Clear(results);
foreach (var go in created)
{
@@ -239,11 +239,10 @@ namespace UniGLTF.MeshUtility
}
/// <summary>
/// Write Mesh & Prefab
/// Write Mesh
/// </summary>
protected virtual string WriteAssets(GameObject copy, string assetFolder, List<MeshIntegrationResult> results, GameObject prefab)
protected virtual void WriteAssets(string assetFolder, GameObject instance, List<MeshIntegrationResult> results)
{
// write mesh asset
foreach (var result in results)
{
if (result.Integrated != null)
@@ -260,15 +259,21 @@ namespace UniGLTF.MeshUtility
}
}
// prefab
MeshUtility.Clear(results);
}
/// <summary>
/// Write Prefab
/// </summary>
protected virtual string WritePrefab(string assetFolder, GameObject instance)
{
var prefabPath = $"{assetFolder}/Integrated.prefab";
Debug.Log(prefabPath);
PrefabUtility.SaveAsPrefabAsset(copy, prefabPath, out bool success);
PrefabUtility.SaveAsPrefabAsset(instance, prefabPath, out bool success);
if (!success)
{
throw new System.Exception($"PrefabUtility.SaveAsPrefabAsset: {prefabPath}");
throw new Exception($"PrefabUtility.SaveAsPrefabAsset: {prefabPath}");
}
return prefabPath;
}

View File

@@ -166,7 +166,7 @@ namespace UniGLTF.MeshUtility
return (results, newList);
}
public void clear(List<MeshIntegrationResult> results)
public void Clear(List<MeshIntegrationResult> results)
{
// 用が済んだ 統合前 の renderer を削除する
foreach (var result in results)

View File

@@ -50,22 +50,27 @@ namespace VRM
return firstPerson || mod;
}
protected override string WriteAssets(GameObject target, string assetFolder, List<MeshIntegrationResult> results, GameObject prefab)
List<BlendShapeClip> _clips;
protected override void WriteAssets(string assetFolder, GameObject target, List<MeshIntegrationResult> results)
{
// 統合した結果を反映した BlendShapeClip を作成して置き換える
var clips = VRMMeshIntegratorUtility.FollowBlendshapeRendererChange(results, target, assetFolder);
// reset firstperson
if (target.GetComponent<VRMFirstPerson>() is VRMFirstPerson firstperson)
{
firstperson.Reset();
}
_clips = VRMMeshIntegratorUtility.FollowBlendshapeRendererChange(results, target, assetFolder);
// write mesh & prefab
var prefabPath = base.WriteAssets(target, assetFolder, results, prefab);
base.WriteAssets(assetFolder, target, results);
// reset firstPerson
if (target.GetComponent<VRMFirstPerson>() is VRMFirstPerson firstPerson)
{
firstPerson.Reset();
}
}
protected override string WritePrefab(string assetFolder, GameObject instance)
{
var prefabPath = base.WritePrefab(assetFolder, instance);
var prefabReference = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
foreach (var clip in clips)
foreach (var clip in _clips)
{
var so = new SerializedObject(clip);
so.Update();
@@ -74,7 +79,6 @@ namespace VRM
prop.objectReferenceValue = prefabReference;
so.ApplyModifiedProperties();
}
return prefabPath;
}